grid.vertex.fx 1.1 KB

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  1. precision highp float;
  2. // Attributes
  3. attribute vec3 position;
  4. attribute vec3 normal;
  5. #ifdef UV1
  6. attribute vec2 uv;
  7. #endif
  8. #ifdef UV2
  9. attribute vec2 uv2;
  10. #endif
  11. // Uniforms
  12. uniform mat4 projection;
  13. uniform mat4 world;
  14. uniform mat4 view;
  15. uniform mat4 worldView;
  16. // Varying
  17. varying vec3 vPosition;
  18. varying vec3 vNormal;
  19. #include<fogVertexDeclaration>
  20. #ifdef OPACITY
  21. varying vec2 vOpacityUV;
  22. uniform mat4 opacityMatrix;
  23. uniform vec2 vOpacityInfos;
  24. #endif
  25. void main(void) {
  26. #ifdef FOG
  27. vec4 worldPos = world * vec4(position, 1.0);
  28. #endif
  29. #include<fogVertex>
  30. vec4 cameraSpacePosition = worldView * vec4(position, 1.0);
  31. gl_Position = projection * cameraSpacePosition;
  32. #ifdef OPACITY
  33. #ifndef UV1
  34. vec2 uv = vec2(0., 0.);
  35. #endif
  36. #ifndef UV2
  37. vec2 uv2 = vec2(0., 0.);
  38. #endif
  39. if (vOpacityInfos.x == 0.)
  40. {
  41. vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));
  42. }
  43. else
  44. {
  45. vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));
  46. }
  47. #endif
  48. vPosition = position;
  49. vNormal = normal;
  50. }